Dancer Support Job

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Job Overview

Dancer, as a support job, will grant the following traits, abilities, and skills.

Job Abilities

Main Job Level  Name
10  Sambas
30  Waltzes
40  Steps
40  Flourishes I
50  Jigs
80  Flourishes II


Job Traits

Main Job Level  Name
30  Evasion Bonus
40  Dual Wield
40  Resist Slow
50  Subtle Blow
60  Accuracy Bonus
80  Dual Wield II
90  Evasion Bonus II
90  Subtle Blow II
90  Skillchain Bonus

Dances

Dances are divided into three categories: Sambas, Waltzes, and Jigs. Each of the dances within these categories is acquired at a different level, and requires a certain amount of TP to use. Each category has its own recast time, and using a dance will prevent the use of other dances within the same category until the recast time has expired. In addition, the effect of a Samba dance will be overwritten by other dances within the Samba category, regardless of the remaining duration.

  • Sambas imbue melee attacks with special enhancements. Dancer must be engaged and meleeing to grant effect (tested and proven with Drain Samba). Also, the effects are limited to playable characters, pets are not included in this effect. The effect from a Samba is an Additional Effect, and as such Additional Effects from a user's weapon will take priority(Tested with Blind Knife and also with Hellfire Sword). En- effects such as Enthunder will also override a Samba's effect.
  • Waltzes cure and remove ailments from party members.
  • Jigs require no TP to use.
Main Job Level  Sambas
10  Drain Samba
50  Aspir Samba
70  Drain Samba II
90  Haste Samba
Main Job Level  Waltzes
30  Curing Waltz
50  Divine Waltz
60  Curing Waltz II
70  Healing Waltz
90  Curing Waltz III
Main Job Level  Jigs
50  Spectral Jig


Steps & Flourishes

Steps are used to enfeeble an enemy, while at the same time generating the Finishing Moves required to perform Flourishes. Steps require TP to use, in the same manner as dances. The enfeebling effects produced by Steps can be stacked up to five times. The more times an effect is stacked, the more powerful it becomes. Finishing moves are generated at a different rate depending on whether dancer is set as your main job or support job. With Dancer set as your support job, you gain one finishing move wiht every Step. Up to a maximum of five finishing moves can be stored at one time.
Flourishes are used to produce various powerful effects by consuming the finishing moves generated by Steps. Each type of Flourish requires a certain number of finishing moves to perform. Flourishes are divided into two categories: Flourishes I and Flourishes II. Each category has its own recast time, and using a Flourish will prevent the use of other Flourishes within the same category until the recast time has expired.
Building towards a Flourish: Build TP with weapon attacks until a Step can be used -> Earn finishing moves by using Steps -> Consume finishing moves to perform a Flourish

Main Job Level  Steps
40  Quickstep
60  Box Step
80  Stutter Step
Main Job Level  Flourishes I
40  Animated Flourish
60  Desperate Flourish
90  Violent Flourish
Main Job Level  Flourishes II
80  Reverse Flourish


Combat Skill Ratings

 Skill Skill Ranking Cap at Level 1 Cap at Level 90
 Dagger A+ 6 138
 Hand-to-Hand D 4 122
 Sword D 4 122
 Throwing C+ 5 128
 Parrying B 5 132

See Dancer Skill Caps for a by-level breakdown of weapon skill limits.

This article uses material from the "Dancer_Support_Job" article on FFXIclopedia and is licensed under the CC-BY-SA License.